![]() Steals fire-type health from the target when they suffer trap damage in the next turn. Minimizes random effects of enemy or ally and is the Sram special spell.ĭamages enemies around Sram, inflicts Erosion and steals Strength and Agility. The following spells are used with varying degrees of frequency. Srams are a very tactical class, so how exactly you build from there is up to you. ![]() It is generally recommended to hold off on leveling Tricky Trap, saving the points instead for Tricky Blow and Mass Trap. Useful for pushing your opponents into traps.ĭeals large damage to whoever activates it. This double can be cast on a trap to set it off on enemies as well.ĭeals moderate Earth damage to all within the effective trap area when it is set off. sramvil dofus, Intel core i5 7600k 3.8 ghz amazon, Descargar gratis caballo. ![]() As enemies often run away from your last know location when you turn invisible, it is helpful to have a double to lure them back toward your current position so you can lay traps around them. english, Cartel voces de la ausencia, Informe de la polica nacional, Llegada. Doesnt need to forge weapons for them to be effective. With access to a range of Neutral/Earth Daggers and Bows, as well as mighty Traps and Lethal Attack Strength Srams can be a very powerful force indeed. Useful for pushing your opponents into traps. One of the two most common pure Sram Builds, the Strength Sram is the more powerhouse of the Sram world. Casting a spell reveals your current location, though, so it is recommended to only cast spells when you still have some MP left, and moving afterward.ĭeals fire damage to the target and pushes them back. Laying traps will not break invisibility, however, using any other attack spells will break your invisibility. As this is the only trap you have until 21, it may be worth leveling initially, but it will not prove as useful to full strength builds in the long run. Inflicts Fire damage to whomever activates it. However, scrolling Vitality and Agility - especially since class dopples make it easier than ever - is recommended. Using characteristic points, it is rarely worth it to level anything else. When an enemy suffers damage, 20% of the damages heal characters situated exactly 7 cells from the target.Strength is always your primary focus. When a priority target is hit for the first time during that turn, their attacker gains 2 AP for 2 turns (not stackable). If they move onto one of these cells, they gain 2 AP for the current turn (not stackable).Įach time an enemy starts their turn, there's a 10% chance that the enemy becomes a priority target. When an enemy is attacked with a weapon, they lose 2 AP (dodgeable).Īt each start of an ally's turn, if there are no allies within 5 cells, the ally transforms into a mummy and takes 33% less damage for 1 turn.Įach time an ally lands a critical hit (attacks or non-damaging spells), they are healed by 2% of their max HP.Īt each start of an ally's turn, they randomly gain 200 strength, intelligence, chance or agility for a turn.Įach time an ally starts their turn, bonus cells are placed 4 cells away in line with that ally. When an enemy is hit in melee, they are teleported back to their previous location. When an ally is damaged by another ally, the latter teleports to the other side of the target. any hit on an adjacent enemy) steal life.Įnemies have 1 extra MP, but close combat attacks push them back 4 cells.Įnemies lose an additional 3% of their HP whenever an attempt is made to remove their AP. Allies do not take damage.Ĭlose combat attacks (i.e. If an enemy activates this trap, it deals damage equal to 10% of their life (in a random element, reduced by resistance). Summons, poisons, traps, Rogue bombs/walls and glyphs deal 25% more damage.ĭamage caused by non-static summons removes a turn from bewitchments on enemies.Īt the beginning of their turn, allies get a 33% increase to damage if they have less than 50% of their life.Įach ally places a trap at their feet at the beginning of their turn. When an enemy receives pushback damage, they heal allies around them (once a turn). It does not damage characters.Īttacking an enemy in melee range removes 1 MP (stacks up to 3 times). When an enemy dies it deals fire damage to other enemies in a 2 cell AoE around it, equal to 20% of its max HP (reduced by the target's resistance). When starting their turn, allies heal themselves depending on the number of allies within 3 cells. Allies deal 25% more damage every turn starting from turn 2 (so on turn 3 they'll deal 50% more damage, on turn 4 they'll deal 75% more damage etc.) The damage bonus resets every 5 turns. If there's no ally within 5 cells, characters are healed 10% of their vitality at the start of their turn.Įnemies have 50% more HP. Throwing, pushing, pulling or swapping an enemy reduces their bewitchments by 1 turn.ĭamage from non-static summons removes one turn of bewitchments from enemies. When an enemy is attacked, 20% of the damages they suffer are inflicted on enemies that are farther than 10 range away from the target. Enemies lose an additional 5% of their HP whenever an attempt is made to remove their MP.
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